Showing posts with label blogs. Show all posts
Showing posts with label blogs. Show all posts

8/31/18

Back in the Saddle Again

Hey, I'm back. I plan on posting regularly, albeit less frequently that before my absence from this blog. You might notice that the post is authored by "A Dragon Adept." It's still Ken H., I just combined my two Blogger accounts.

Gaming updates:
  • I am currently playing Finkus S. Snotrags, a halfling, in Tim Shorts' BX Essentials campaign.
  • I am working on a set of house rules for my Montporte megadungeon setting that combines Blood & Treasure, BX Essentials, and Crypts & Things. I will post some basic information about the house rules this blog, but I will avoid specifics. I am happy to promote the previously listed products but I do not want to "steal" their content. I plan on using the rules for our gaming group only, so no plans to publish.
  • However, on the topic of publishing, I am slowly working on a Montporte monster book for publication. Some of the creatures have appeared on this blog, but many will be exclusive to the book. Tim Shorts has agreed to publish the Montporte monster book through his GM Games (Thanks, Tim!). I am thinking that I will use the Swords & Wizardry Core Rules as the basis. 

That's all for now. 

9/27/15

Spammed--Word Verification Becomes a Necessity

So after watching my blog get spammed in the Comment section (I lost count at 15 today), I had to turn on the Word Verification. Bummer.

8/16/13

Why I Blog

First off, I am really not sure why I blog. So feel free to stop reading at this point. However, lack of content has never held back before and it shall not do so now.

I mainly blog for the social aspect of it. My initial connection with our Monday Night Gaming Group came to me via blogging; in the person of +Tim Shorts (Gothridge Manor). Yet, despite the social focus, I am content with blogging to a small audience (this usually includes my wife, one or more of our cats, and my Mom...she is so proud to see where my two graduate degrees have led me).

I don't have products to sell, a soapbox from which to preach, nor an axe to grind. For me, it is mostly about  the joy of gaming, the social connections, the laughing with friends while at the gametable, the creativity, and the stress relief. Blogging is merely an extension of those things.

More recently, I have found it useful to use my blog to post campaign information as I GM. Our Monday Night Gaming Group connects via Skype and some sort of virtual gametable (either Fantasy Grounds II or Roll20). It can be difficult to keep track of campaign information, so the blog comes in handy as I can send them links during gaming sessions rather than files.

This is my second go around with RPG blogging. I don't know that this second attempt is a whole lot different than the first, except that I am taking it less seriously. At heart, I am a casual gamer. I don't lose sleep over D&D Next, ascending versus descending armor classes, Kickstarters, a cinematic versus realistic approach to GURPS, or whose posted what on the various RPG boards. I just like to roll dice on occasion, laugh with friends, and blog about it.

5/2/13

Excellent Reading Recommendations From the Commentors

I've had some very good book recommendations in the comment section of this blog. Thanks, you guys, for giving me hours of literary entertainment.

On the fantasy front, I am about a quarter of the way through the Chronicles of Amber (Roger Zelanzy), recommended by Tim (Gothridge Manor). There are ten books in the series, but they are short and they read fast. It feels a bit like reading Moorcock, which is a definite plus in my book, but Zelanzy has a vibe all his own. I also have Malazan Book of the Fallen (Steven Erikson) and the Garrett P.I. books (Glen Cook) on my To Read list. Both series were recommended by JD (The Disoriented Ranger). All of these recommendations were in response to my post on my favorite fantasy series.

On the World War 2 front, Mark (No School Grognard) recommended Japanese Destroyer Captain, which turned out to be a great read. Thanks, Mark! Butch recommended A Frozen Hell: The Russo-Finnish Winter War of 1939-1940, which is next up on my WW2 reading. It looks like an top-notch book. Butch also mentioned Flags of Our Fathers, which I am embarrassed to admit that I have not read (I have no idea why I haven't read it yet, except for the sheer volume of WW2 books out there). I will certainly correct that omission in the near future. These recommendations resulted from my post on my favorite World War 2 books.

The best part about writing a blog is the feedback in the comment section. I don't have a lot of followers, but I do get great comments. Thanks, guys, for the recommendations!

4/19/13

"Exploring Comics"--A Chip Off The Old Blog

My celebration of Swords & Wizardry this week has been interrrupted by some long long work days. However, my daughter has come to the rescue by creating her own blog, Exploring Comics. She started it as a college class assignment, but I am hoping she continues as it is a very good blog. I remember our first trip together to the comic book store and the immediate addiction to Spidergirl (you can read about Spidergirl on her blog).

3/26/13

Megadungeon Hall of Fame Post: "With New Old Eyes"

One of the down sides to living in the digital age is being inundated with information--information that is sort by what is newest, not by what is best. Social media (including blogging) presents us with lots of trivial ephemeral stuff (including nonsense random tables featuring elf farts), while good stuff gets buried.

Michael (The Society of Torch, Pole, and Rope) posted With New Old Eyes back on December 5, 2008. It remains to this day the single best post or article that I have seen on creating and running a megadungeon. Instead of giving yet more guidelines and principles, Michael encourages to jettison anything that isn't helpful to actual play and having fun in the megadungeon. He does this by offering up these five points:
  • "Stop worrying and love the dungeon"
  • “Balance Realism and Fun, but when in doubt, Fun always trumps Realism”
  • “The Fantastic, when cranked up to eleven, somehow equals the Realistic”
  • “Never be afraid to say ‘no’ to the dice, but also never be afraid to say ‘yes’”
  • “Plant many seeds, but only tend the ones that grow”
I really like #1 and #5--running a dungeon should be fun. Those two points really help the GM/DM/LL/TK/CK/Ref remain focused on the fun and what is working. Point #3 is the point that I need to remind myself of...I forget how cool fantastic and weird are. If a dungeon must pass a realism test to be played, then playing in a dungeon is not the correct option for the GM or players.

What online posts or articles have you read that made a difference in the way you play? Are there dungeon/megadungeon posts or articles that I should add to my Megadungeon Links Page?

3/24/13

Random Table Top RPG Blog Topic Generator

Here is a repost from my old blog (with a few modifications). You'll need a D30 or you can just go here.
  1. My Favorite Color of Dice
  2. My First TPK
  3. Least Favorite Magic Item
  4. Which Monster Has the Best Sense of Humor?
  5. How To Make Dragons Tougher
  6. Random Table of Found Meals in the Dungeon
  7. How Dungeon Rock Types Might Impact Adventures
  8. The Use of Ships in Traditional Classic Fantasy RPGs
  9. Uses for Modrons
  10. Darwin Award for Player Characters: Your Best Self-Destructive PC
  11. Do Elves Fart?
  12. Does Your Campaign Setting Have a Magnetic Field?
  13. The Original AD&D 1e Bard
  14. Clowns As Monsters
  15. Lions, Tigers and Bears
  16. Three New Magic Items
  17. Clothes and Style for Player Characters
  18. The Best Names for Taverns, Pubs, Inns and Bars
  19. Fudging Dice Rolls as DM: Yes, No, or Depends
  20. Spells with Loopholes
  21. Monty Python References During Gaming Sessions: Pros and Cons
  22. Three Actual Historic/Geographic Settings that Would Make For Great Gaming
  23. New Monster
  24. Best Music Before a Gaming Session
  25. Snacks: Salty, Sweet or Healthy?
  26. What Were They Thinking?
  27. Names for Swords
  28. Five Things an Adventurer Should Never Be Without
  29. Oops
  30. Roll Twice and Use Both Topics in One Post

3/23/13

GURPS Newbie Post: Hindrances and Helps for Learning the Game

I can now state for the record that GURPS has become my favorite gaming system. I am not ready to run a GURPS game as GM, but I certainly like it as a player.

The challenge of GURPS, as it is for most gaming systems, is learning the ropes fast and well enough to have fun and be a competent member of the gaming group (some would argue that I will never be competent, regardless of system).

As I look back on my 9 months of GURPS, I have identified some things that were stumbling blocks (hindrances) as well as some things that moved me forward (helps). So here are my thoughts and what hinders and what helps the GURPS newbie.

What Hindered Me In Learning GURPS
GURPS Character Assistant: A wonderful piece of software. Really...it is way cool. But, for the GURPS newbie, it is like having your smart girlfriend doing your math homework for you. You may get an "A" but you didn't learn a whole lot. There is something to be said for creating your first character with paper and pencil, including "showing your work" (do kids still have to show their work in math class?). Had I done it all by hand my first time, I think I would have learned the game more quickly.

Fantasy Grounds: GURPS has a groovy unified mechanic that is so easy to grasp a caveman could play it...everything runs off of 3d6 rolls (except damage...and maybe some other stuff). However, there are a lot of dice rolling going on and a lot of modifiers. We use Fantasy Grounds II as our VTT. Fantasy Grounds does almost all of the math, once you have entered your character data. It is so sweet! But for me, the newbie, I did not get the intuitive feel for rolls and modifiers. The consequence is that I did not have an intuitive feel to make tactical decisions--which is the payoff as a GURPS player.

The Many Many GURPS Books: I went a little crazy buying GURPS book, which was fun for me (not so fun for my wife as part of one of our NYC trips was spend tracking down game stores with GURPS products). However, more books do not help the newbie. Less is better. I have learned that hours of GURPS Thaumatology, GURPS Horror, and even GURPS Fantasy, have not helped me play a 75 point dwarf. All of the GURPS books are great, but they are overwhelming all at once.

What Helped Me In Learning GURPS
A Good (and patient) GM: Rob has done a great job of explaining things while still making me, as a player, responsible for running my character. Rob has given me a lot of information. It really helps to have a generous and patient GM at the start of one's GURPS career.

Helpful Players: Tim has done a good job of telling me when to ignore Rob, as in "You don't need all that, you just need this for starters." (Tim and Rob have been gaming together for 30 years, so all of this happens during sessions...like an old married couple).

GURPS Lite: I wish I had spent more time with GURPS Lite and less time the other GURPS books during my first few months with GURPS.

Blogs and Online Info: There are a lot of great online resources for the newbie GURPS player. It is actually easy to be overwhelmed by it all. I have been finding more and more GURPS blogs. Here are a few posts that I found particularly helpful:

GURPS for Dummies: Yes, you laugh, make fun, and point at the newbie with his bumblebee-colored book. Taunt and mock me if you must, but the character creation section of this book was worth the few bucks I paid for a used copy. It addresses the one glaring weak spot in GURPS Basic Set: Characters, the introductory chapter on character creation (not a great spot to place your one weak explanation).

I know that there are many many more resources but, as a newbie, I want the right stuff, not all of the stuff. The key is to have "just enough info" to get the essence of GURPS and create a character. I think it is also vital that newbies do stuff "by hand" to gain an intuitive feel for the game. You have to roll up your sleeves and put in the work, but once you "get it," GURPS is awesome. Having an intuitive feel is critical to enjoying the awesomeness.